package com.example.java_gobang.game;

import com.example.java_gobang.JavaGobangApplication;
import com.example.java_gobang.model.User;
import com.example.java_gobang.model.UserMapper;
import com.fasterxml.jackson.databind.ObjectMapper;
import lombok.Data;
import org.springframework.web.socket.TextMessage;
import org.springframework.web.socket.WebSocketSession;

import java.io.IOException;
import java.util.UUID;

//这个类表示一个游戏房间
@Data
public class Room {
    //使用字符串类型来表示, 方便生成唯一值
    private String roomId;

    private User user1;
    private User user2;

    //先手方的玩家ID
    private int whiteUser;

    private static final int MAX_ROW = 15;
    private static final int MAX_COL = 15;

    //这个二维数组表示棋盘
    // 0 表示当前位置未落子
    // 1 表示user1的落子位置
    // 2 表示user2的落子位置
    private int[][] board = new int[MAX_ROW][MAX_COL];

    //创建 ObjectMapper 来转换JSON
    private ObjectMapper objectMapper = new ObjectMapper();

    //引入 OnlineUserManager
    private OnlineUserManager onlineUserManager;

    //引入 RoomManager 用于房间销毁
    private RoomManager roomManager;

    private UserMapper userMapper;

    //通过这个方法来处理一次落子操作
    //要做的事情:
    public void putChess(String reqJson) throws IOException {
        //1.记录当前落子的位置
        GameRequest request = objectMapper.readValue(reqJson, GameRequest.class);
        GameResponse response = new GameResponse();
        //根据当前这个子是玩家1落的还是玩家2落的 来决定数组
        int chess = request.getUserId() == user1.getUserId() ? 1 : 2;
        int row = request.getRow();
        int col = request.getCol();
        if (board[row][col] != 0) {
            //在客户端已经针对重复落子进行过判定了, 此处为了使程序更稳健, 在服务器在进行判定
            System.out.println("当前位置 (" + row + " , " + col + ") " + "已经有子了!");
            return;
        }
        board[row][col] = chess;
        // 2.打印出当前的棋盘信息, 方便观察局势, 也方便后面验证胜负关系的判定
        printBoard();

        //3.进行胜负判定
        int winner = checkWinner(row, col, chess);
        //4.给房间中的所有客户端返回响应
        response.setMessage("putChess");
        response.setUserId(request.getUserId());
        response.setRow(row);
        response.setCol(col);
        response.setWinner(winner);

        //要想给用户发送 websocket 数据, 就需要获取到这个用户的 WebSocketSession
        WebSocketSession session1 = onlineUserManager.getFromGameRoom(user1.getUserId());
        WebSocketSession session2 = onlineUserManager.getFromGameRoom(user2.getUserId());

        //万一当前查到的会话为空(玩家已经下线了) 特殊处理一下
        if (session1 == null) {
            // 玩家1 下线了, 直接认为玩家2 获胜
            response.setWinner(user2.getUserId());
            System.out.println("玩家1 掉线!");
        }
        if (session2 == null) {
            // 玩家2 下线了, 直接认为玩家1 获胜
            response.setWinner(user1.getUserId());
            System.out.println("玩家2 掉线!");
        }

        //把响应构造成JSON字符串, 通过 session 进行传输
        String respJson = objectMapper.writeValueAsString(response);
        if (session1 != null) {
            session1.sendMessage(new TextMessage(respJson));
        }
        if (session2 != null) {
            session2.sendMessage(new TextMessage(respJson));
        }

        //如果当前胜负已分, 此时这个房间就失去存在的意义了, 就可以直接销毁房间
        if (response.getWinner() != 0) {
            //胜负已分
            System.out.println("游戏结束, 房间即将销毁! roomId = " + roomId + " 获胜方为:" + response.getWinner());
            //更新获胜方和失败方的信息
            int winUserId = response.getWinner();
            int loseUserId = response.getWinner() == user1.getUserId() ? user2.getUserId():user1.getUserId();
            userMapper.userWin(winUserId);
            userMapper.userLose(loseUserId);
            //销毁房间
            roomManager.remove(roomId, user1.getUserId(), user2.getUserId());
        }
    }

    private void printBoard() {
        //打印出棋盘
        System.out.println("[打印棋盘信息]" + roomId);
        System.out.println("================================");
        for (int i = 0; i < MAX_ROW; i++) {
            for (int j = 0; j < MAX_COL; j++) {
                System.out.print(board[i][j] + " ");
            }
            System.out.println();
        }
        System.out.println("================================");
    }


    //使用这个方法来判定这次落子是否分出胜负
    //约定:user1获胜, 返回user1的id
    //    user2获胜, 返回usre2的id
    //  如果胜负未分, 返回0
    private int checkWinner(int row, int col, int chess) {
        //1.检查所有的行
        for (int c = col - 4; c <= col; c++) {
            //针对其中的一种情况, 来判定五个子是不是连在一起
            //不光是这五个子连着, 还得是和玩家落的子是一样的
            try {
                if (board[row][c] == chess
                        && board[row][c + 1] == chess
                        && board[row][c + 2] == chess
                        && board[row][c + 3] == chess
                        && board[row][c + 4] == chess) {
                    //构成五子连珠
                    return chess == 1 ? user1.getUserId() : user2.getUserId();
                }
            } catch (ArrayIndexOutOfBoundsException e) {
                //如果出现数组下标越界, 直接忽略
                continue;
            }
        }

        //检查所有列
        for (int r = row - 4; r <= row; r++) {
            try {
                if (board[r][col] == chess
                        && board[r + 1][col] == chess
                        && board[r + 2][col] == chess
                        && board[r + 3][col] == chess
                        && board[r + 4][col] == chess) {
                    return chess == 1 ? user1.getUserId() : user2.getUserId();
                }
            } catch (ArrayIndexOutOfBoundsException e) {
                //如果出现数组下标越界, 直接忽略
                continue;
            }
        }

        //检查左对角线
        for (int r = row - 4, c = col - 4; r <= row && c <= col; r++, c++) {
            try {
                if (board[r][c] == chess
                        && board[r + 1][c + 1] == chess
                        && board[r + 2][c + 2] == chess
                        && board[r + 3][c + 3] == chess
                        && board[r + 4][c + 4] == chess) {
                    return chess == 1 ? user1.getUserId() : user2.getUserId();
                }
            } catch (ArrayIndexOutOfBoundsException e) {
                //如果出现数组下标越界, 直接忽略
                continue;
            }
        }

        //检查右对角线
        for(int r = row-4, c = col+4; r<=row && c >=col; r++,c--) {
            try {
                if (board[r][c] == chess
                        && board[r + 1][c - 1] == chess
                        && board[r + 2][c - 2] == chess
                        && board[r + 3][c - 3] == chess
                        && board[r + 4][c - 4] == chess) {
                    return chess == 1 ? user1.getUserId() : user2.getUserId();
                }
            } catch (ArrayIndexOutOfBoundsException e) {
                //如果出现数组下标越界, 直接忽略
                continue;
            }
        }

        //和棋

        //胜负未分, 就直接返回0
        return 0;
    }

    public Room() {
        //构造Room的时候生成一个唯一字符串
        //使用UUID来作为房间ID
        roomId = UUID.randomUUID().toString();
        //通过入口类中记录的 context 来手动获取前面的 RoomManager 和 OnlineUserManager
        onlineUserManager = JavaGobangApplication.context.getBean(OnlineUserManager.class);
        roomManager = JavaGobangApplication.context.getBean(RoomManager.class);
        userMapper = JavaGobangApplication.context.getBean(UserMapper.class);
    }
}
